Betrayed (5e Race)
From D&D Wiki
"Fear the twisted ones without eyes, for they see through you."
Normally emaciated to the point their bodies look more like a skeleton with muscles layered over them, porcelain-like skin that is sometimes so pale you can see every blood vessel in their arms and legs almost clearly. Most have narrow slits for their cloudy grey and white eyes, but on rare occasion one is born entirely without. They posess pointed (shark-like) teeth, and claws on both their hands and feet; and slightly curved knife-like ears that resemble that of elves if only much longer and larger.
The histories of the betrayed were passed down orally, from one generation to the next. It is said they were powerful once, and wise. They ruled the northern peaks and the frozen forests with grace and honor. They were snow elves, once a power house of magic, they were brought to heel by the humans and dwarves in a cruel twist of fate. As the Humans invaded their homes and destroyed their cities, they ran to their cave-dwelling neighbors in hopes of safe refuge. But the price was heavy, and those that refused were killed. They were made to consume toxic spores that blinded them irreversibly, and work the mines for ore and stone as slaves to their dwarven "saviors". The hatred brewed and boiled up through the generations, as the brutalization of a once powerful people had begun to twist and distort the elves in more ways than one. Hundreds of years would pass in this way, until the seeds the dwarves had sewn would reap their harvest. They were unaware of what they had created in their mines, until the rebellion was on their door step, and it was far too late to save their people. Led by the gifted (the ones who could see "through the stone") the dwarves of the northern mountains were decimated and the only ones to be spared were traitors to their own people as they sympathised with the betrayed.
Taking over the Dwarven Cairns in the Northern Mountains, they have adapted to return to their once beautiful society as much as they could despite being blinded and deformed shadows of themselves. They chose to call themselves the betrayed, as the title of betrayed faded into their history books, and they re-honed their abilities both physically and magically. The betrayed hide themselves in the mountains, following the word of the Gifted Council. Rarely, the council will choose a decendent with the gift as a seeker and send them into the world to obtain knowledge and experience in the hopes they will return all the stronger and take a seat among them, if they survive the ordeal.
Due to their history, the few that are "privileged" among them are often given dwarven names rather than those that would be typical of elven clans, the names are seen as yet another link to keep them chained, even if it is a weak one.
Male Examples: Duregar, Bjorn, Hroki, Ragna
Female Examples: Brynn, Hilde, Morrigan, Visier
Deformed shadows of elven ancestry, these towering, emaciated, porcelain-skinned creatures' appearances hide their abilities they have adapted over hundreds of years of brutalization.
Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.
Age. As the betrayed are elven by ancestry, they reach physical maturity at about the same age as humans (approximately 16-18), however, the elven understanding of adulthood goes beyond physical growth and would typically claim adulthood and an adult name around the age of 100 and can live to be approximately 1000 years old.
Alignment. Before becoming the race now commonly referred to as the betrayed, they were a respectable lawfully good culture that guided themselves with honor, very few remain that hold tight to those beliefs. More commonly, due to their isolation and subsequent slavery, they are more likely to be of a chaotic or evil alignment.
Size. Due to adaptations to their environments, and despite a usually crouched or hunched posture, the betrayed are usually very tall and range around from 6 to 8 feet in height. Your size is Medium.
Speed. Faster than most of their cousins from a life of hard labor, the betrayed have a base walking speed of 30 feet.
Glossy Eyed. You are born blinded, through if you can sense a creature with your blindsight or tremorsense, you do not have disadvantage on attack rolls against them.
Blindsight. As your ancestors paid the hefty toll to find safe harbor from the invading threat, the betrayed are born blind, relying on your sense of hearing and smell to perceive your surroundings, giving you blindsight within 10 feet.
Tremorsense. You have a tremorsense range of 30 feet.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Intimidating Presence. The least charismatic of the elven peoples, the betrayed come across as merciless monsters. Word of their mass-murder of the Dwarven civilization in the northern mountain Cairns has reached far, they are proficient with Intimidation, but have disadvantage on Persuasion and Deception checks.
Trance. Due to being Elven, the betrayed don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak Elven and Common but cannot read or write.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|6′ 0″||+ 3d8 in||110 lb.||x2d8|